The Crusaders' Coliseum

Champions, salute!

The Crusaders' Coliseum in northern Icecrown houses the Trial of the Crusader raid. There is no trash in this raid, contrary to most other raids. Also unlike other raids, the Normal and Heroic versions are differently named (Trial of the Crusader vs. Trial of the Grand Crusader). Since this raid is rarely performed nowadays, familiarity with the boss fights and achievements has decreased to nearly forgetting the raid even exists. With that in mind, the fight mechanics are presented for all the bosses found in the Coliseum on both Normal and Heroic difficulties for both raid group sizes to act as a complete guide. Additionally, the other achievements and strategies available in the raid are presented, as well as a compiled list of all the loot that can be obtained. **Note: Although there are no meta-achievements associated with this raid, non-kill achievements are called "meta" for consistency.** Additionally, since groups can contain players level 80+, it is not guaranteed that a group is strictly comprised of max-level characters, so this guide is aimed at strictly level 80 groups, with some comments to max-level groups about major strategy changes. Each group will have to individually determine what mechanics can be ignored, if any.Please vote --> if you find this guide helpful, or leave comments below if you have suggestions on how to improve!

Important Information

Location

The Trial of the Crusader raid is located at the Argent Tournament in Icecrown, Northrend, at (77, 22)Trial of the Crusader

General Notes

While it's entirely possible for an attentive group to do all the achievements in a single lockout, it can be frustrating for some players. Achievements that require players to not go all out on the boss (ie. Upper Back Pain and The Traitor King) will become more straining on a group at the Heroic difficulty, and the new mechanics and abilities can decrease focus. Raids comprised of max-level, decently geared players (full 10-player raid or mostly-full 25-player raid) should have no trouble performing all achievements in a single lockout IF everyone is on the same page and attentive. For groups of other compositions, it is a case-by-case issue. It's advised that groups finding simultaneous attempts difficult take one lockout to do the fights on Regular difficulty attempting the "meta" achievements, while another lockout is spent on Heroic difficulty for the kill achievements (again, there is no meta for this raid, but the name has been used throughout for consistency).

It should be noted that the Heroic boss fights can only be started by someone who has already completed the Regular raid difficulty.

Another key component for raid groups working on this achievement is the use of addons. My personal support is for Deadly Boss Mods (DBM) and RaidAchievement, although others work just as well. DBM is a commonly used addon to tell players what the boss is doing during a fight, including alerts to interrupt casts, move out of damaging areas, or to shift damage to a particular npc. It, or another similar addon, should be used by every member of a raid to increase fight awareness. RaidAchievement tracks all the achievements for a particular boss fight, and announces completion or failure in party or raid chat, depending on the type of instance. It is only required by a single group member, and while it's use isn't mandatory, it helps simplify tracking the achievement requirements.

Raid Maps

Raid groups begin on this map, and spend the majority of their time here. All but the last boss are encountered here.

All boss fights can be started by talking to Barrett Ramsey, who stands by the entrance to the arena.

The Beasts of Northrend enter after set periods of time rather than after a kill, and must be defeated in sequence or the group will be forced to start over.

All other boss fights are separate from one another, allowing the raid group to perform resurrections and re-buffs if necessary before beginning the next one.

Upon defeating the Twin Val'kyr, the Re dei Lich will appear and cause an rift in the earth, sending the raid group into the watery region in the bottom area of this map.

Here, raids will face Anub'arak, the last boss of the instance, to complete the raid.

Boss Fights and Mechanics

Beasts of Northrend

GORMOK THE IMPALER

Regular Fight Mechanic

Gormok l'Impalatore has three major abilities he uses during the fight: Impalamento, Urto Sbilanciante, and Rabbia Crescente.Impalamento inflicts physical damage for 30 seconds on the player he’s used it on, and while unavoidable, it can be easily healed through to minimize impact on the raid.Urto Sbilanciante deals physical damage to enemies within 15 yards, so melee players should be aware of it and either avoid it, or heal through it. It’s not too dangerous, but if a melee player is already low on health when it goes out, it can certainly be enough to kill. It also interrupts spellcasting for 8 seconds, so players should be aware of timing their spells around it.Rabbia Crescente increases the damage Gormok l'Impalatore deals by 15%, and is cast every time a Vassallo Neboldo is thrown at a raid member.

Vassallo Neboldo are Gormok l'Impalatore's right-hand minions. He will throw one at a raid member (4 total during the fight in 10-player or 5 total during the fight in 25-player) and it will cling to their back, striking from there and periodically interrupting and stunning the player. A Vassallo Neboldo uses Percosse to deal damage and interrupt spellcasting, Bomba di Fuoco to inflict damage to not only the player it’s hanging onto but also any other players within 8 yards, and Crepa Cranica to stun a player. It’s important to kill Vassallo Neboldos quickly, either by having ranged DPS players taking care of them, or by having anyone with a npc=34800] running into melee while all the DPS kill them. Depending on the group composition, either strategy can work, as long as the group agrees upon it ahead of time.

After Gormok l'Impalatore is killed, any remaining Vassallo Neboldos should be dps-ed down rapidly before starting on the next bosses. If necessary, this should mean that the tanks pick up the next bosses while everyone else focuses attention at killing the Vassallo Neboldos.

Heroic Fight Mechanic

A spawn timer is introduced in Heroic difficulty for these bosses. A raid group has 3 minutes on each boss before the next one enters – meaning that regardless of whether Gormok l'Impalatore is dead or not at the 3 minute mark, Acidalingua and Magmascaglia will enter. At the 6 minute mark, Urlogelido will enter – again, regardless of whether the other bosses are dead or not. This puts a bit of a stressor on DPS players, but with a good group, it is manageable.

Tanks will need to switch every 2-3 stacks of Impalamento, depending on gear and health levels, due to it lasting longer. Vassallo Neboldo on healers have priority, while other players that receive a Vassallo Neboldo should be dealt with in similar fashion to Regular mode.The Bomba di Fuoco from Vassallo Neboldo apply a DoT on all players nearby – dealing damage every two seconds and lasting 20. It stacks, and is refreshed by fire, so it’s important to move away quickly.

A key thing to note about this fight: only one boss will be mobile at a given time, while the other remains stationary. They switch when they burrow, so that, upon emerging, the mobile boss becomes stationary while the previously stationary boss becomes mobile.The mobile boss needs to be kited around the arena, since it will spawn clouds of poisonous gas underneath it that deal damage to anyone in range.The stationary boss periodically uses a knockback ability on nearby players, so the tank on this boss will need to engage the boss quickly after these casts to avoid losing aggro.

Magmascaglia enters the arena first, as the mobile boss, while Acidalingua enters a few seconds later as the stationary boss. It’s important that only the tank is in front of either boss at any given time, due to the stuns each uses.When either boss dies, the other will become Rabbia, increasing the damage dealt by 50%, so it’s highly important to have the living boss low in health when the other dies.

Click the togglers below to view the abilities of each boss in the mobile and stationary phases.Mobile Boss

Each boss has a Bite ability that deals damage to its target and injects them with a debuff for 60 seconds that can be prematurely removed by a single tick from the other boss’s debuff. For Magmascaglia, Morso Bruciante is cast, applying the Bile Bruciante debuff. For Acidalingua, the Morso Paralizzante deals Tossina Paralizzante, which also slows the target. It’s highly important that the tanks get their debuff removed as quickly as possible, so any other player that receives a debuff needs to immediately head to the appropriate tank.

Stationary Boss

Spazzata deals damage to players within 15 yards and performs a knockback. The tank will be hit by this each time, and needs to re-engage the stationary boss quickly.

Each boss has a Spray ability that deals damage to its target and any other player within 10 yards and injects them with a debuff for 60 seconds that can be prematurely removed by a single tick from the other boss’s debuff. For Magmascaglia, the Spruzzo Bruciante applies the Bile Bruciante debuff, whereas Acidalingua uses Spruzzo Paralizzante that gives Tossina Paralizzante to the target, which also slows the player. It’s highly important that the tanks get their debuff removed as quickly as possible, so any other player that receives a debuff needs to immediately head to the appropriate tank.

Meta-Achievement Mechanic

To receive this achievement, raid groups must “defeat Acidmaw and Dreadscale within 10 seconds of each other.”

Since a raid group will already be trying to kill the two bosses relatively close in time to one another due to the Rabbia that occurs to the living Jormungar when the other dies, this achievement requires little tactical difference from the normal fight. Groups will want to get both bosses as close to dead as possible (~20% health) before killing one. At that point, all damage should shift to the remaining boss and kill it as quickly as possible.

It's important that groups time the first boss death so that the other boss won't submerge within 10 seconds, effectively ruining the achievement for a raid.

Heroic Fight Mechanic

Two tanks should be on the mobile Jormungar while one tank deals with the stationary one. Players should remain spread out as much as possible, and react quickly when receiving Tossina Paralizzante or Bile Bruciante. They each deal more damage, and inappropriately managing them can greatly hurt a raid.

Additionally, the Pozza di Melmas that get sent out during the fight not only deal more damage to players within them, but they also last longer and expand more – so it’s important not only to move out of the Pozza di Melma, but also to give it a wide berth so it doesn’t expand into the spot you’re standing.

The last of the series, Urlogelido is also the easiest boss to face tactically. By now, a raid group is likely running low on mana and cooldowns. The tank should immediately position Urlogelido in the middle of the room while ranged spread out and melee attack from behind the boss. Depending on tank health levels, it may be advised to periodically switch tanks.

Testata Feroce is periodically cast on the tank, dealing a large amount of damage as well as stunning the tank, which means the next attack can bring the tank’s health fairly low, so it’s imperative that healers focus their attention on the tank at this point.Soffio Artico deals damage to a random target and anyone between Urlogelido and the target – so it’s important that players spread out and no one is in front of anyone else. Additionally, this ability stuns and silences briefly.Turbinio deals damage and knocks players within 15 yards back, so melee players will want to move away from the boss when he uses this ability.

Schianto Massiccio occurs when Urlogelido jumps in the center of the arena (if he wasn’t already there) and knocks everyone back to the walls with a stun. He will then announce a player that he will try to Calpestamento, and the stun will wear off. At this point, players receive a short speed buff called Eruzione d'Adrenalina, and all players should move away from where the targeted player stood when Urlogelido made the announcement. If Urlogelido hits anyone with Calpestamento, he will gain Rabbia Schiumante, a removable buff that increases his damage and attack speed, and the hit may be enough to kill the player. If Urlogelido does not hit anyone, he will crash into the wall and receive Frastornamento Sbilanciante, a debuff that not only stuns Urlogelido, but also increases all damage taken by 100% - this time should be capitalized upon by the raid group.

Meta-Achievement Mechanic

In order to receive this achievement, raid groups must “defeat Icehowl while at least 2 Snobolds in 10-player or 4 Snobolds in 25-player remain alive.”

Gormok l'Impalatore throws out more than enough Vassallo Neboldo during his section of the fight to get this achievement, since they're on a timer. The difficulty is that they must stay alive not only through his fight, but also through fights with the Jormungars and Urlogelido. DPS players who get a Vassallo Neboldo should be marked so that no one attacks their Vassallo Neboldo directly or by AoE attacks. As soon as a Vassallo Neboldo enters the melee range, players should be limited to single-target attacks for the remainder of the fights (which should not be difficult, as there is no trash during any of these fights). The fights should continue as usual, and as soon as Urlogelido is dead and the achievement has been awarded, everyone should then kill the remaining Vassallo Neboldos.

If any of the players with a Vassallo Neboldo on their backs die during any of the fights, it will drop to the ground and continue to attack players in range, so player deaths do not automatically fail the achievement.

Max-level raid groups can receive this achievement without worrying about the Vassallo Neboldo until after the fight has ended, and instead will have to focus on allowing enough time for Gormok l'Impalatore to throw the required number of Vassallo Neboldos before killing him.

Heroic Fight Mechanic

The approach to Urlogelido is relatively unchanged, so players should adapt well to the Heroic fight.

To obtain this achievement, raid groups must “defeat Lord Jaraxxus while at least two Mistresses of Pain are alive.”

Depending on the speed at which a group is killing Sire Jaraxxus, they may choose to ignore all the adds entirely and focus strictly on the boss, or they may prefer to work the boss down more slowly and kill adds until Sire Jaraxxus is near 20% health before switching to focus entirely on him.

It’s advised that an off-tank is used to kite any Signora del Dolore away from the rest of the group in either case, so as to not limit players to single-target attacks only, as well as to limit the damage taken by their attacks.

Max-level groups will have to wait for a Portale Fatuo to be summoned (~20 seconds into the fight), and then not allow anyone to attack them until sufficient Signora del Dolore are present. The Portale Fatuo should still be closed immediately after the second Signora del Dolore spawns, as they can overwhelm a raid.

Heroic Fight Mechanic

The Portale Fatuos and Vulcano Infernales will now continue to spawn new adds during the fight until they are killed, increasing the importance of killing them as soon as they spawn. Groups that fail to do so may quickly find themselves overwhelmed by adds and the damage output by them.

Signora del Dolore gain a new ability, called Bacio della Signora, which deals damage to random players and interrupts the next spell cast within 8 seconds. Players that are aware of the cast can easily minimize its impact.Infernale Vilfiamma can no longer be CCed or interrupted, so players need to run away from them during the AoE cast to avoid taking large amounts of damage.

Faction Champions

There are 14 possible opponents a raid group can face in this fight, but only some of them will show up each time. Since the combinations change from lockout to lockout, this makes the fight slightly different each time. In 10-player, a group will face 6 opponents, 2 of which will be healers, while in 25-player, a group will face 10 opponents, 3 of which will be healers. Unlike in the other fights, the Champions differ depending on what faction the raid group is – the names are different, but the class and spec options are the same. Alliance groups will face off against Champions of the Horde, while Horde raids will oppose the Champions of the Alliance.

Click here to see a full list of possible opponents.

Class

Spec

Champion of the Alliance(opponents of Horde raid groups}

Champion of the Horde(opponents of Alliance raid groups}

Death KnightDruidDruidHunterMagePaladinPaladinPriestPriestRogueShamanShamanWarlockWarrior

Upon first seeing the Champions spawn, the raid should take a few moments to determine which are present. As always, the healers should be killed first. CCs should be used where possible as well as interrupts.Priority order on killing bosses:Enhancement Shaman, Restoration Druid, Restoration Shaman, Warrior, Rogue, Holy Paladin, Death Knight, Mage, Discipline Priest, Shadow Priest, Retribution Paladin, Balance Druid, Hunter

Healers will be somewhat targeted during the fight, and should kite to avoid taking serious amounts of damage.Tanks may opt to switch to a dps spec, since diminishing returns on taunts severely decreases effectiveness. It may still be beneficial to tank the Death Knight, Warrior, and Rogue. Deciding whether to use tanks or not will depend on individual raid group preferences and abilities.

In order to obtain this achievement, a raid group must “kill all the enemy heroes within 60 seconds of the first one dying in 10-player mode.”

Tactically, a group should perform this by using CCs or kiting techniques on all the Champions except for healers, while all dps focuses on the enemy healers. Once their health reaches 20-25%, the raid group should CC them and shift attention to the rest of the Champions. Split damage fairly evenly to keep the health levels close to one another, and once all the enemies have health levels in the 10-15% range, they should be killed. The CCs on the healers should be broken, and all damage focused on killing them quickly.

For raid groups who feel they could benefit from damage increases, Brama di Sangue, Eroismo, Distorsione Temporale, etc should be used as soon as the first boss is killed. Max-level groups should not have to worry about CCs, kiting, or damage increases, but rather should use AoEs and interrupts on the healers to kill the Champions together.

Twin Val'kyr

This fight has two bosses that have complementary abilities, similar to the Jormungar in the Beasts of Northrend fight earlier in the raid, although they are more easily identified. Fjola Irabianca is white, and uses light-based abilities, while Eydis Iranera is purple, and uses dark-based abilities. The Val’kyr share a health pool, so some groups may want to have all dps focus on one boss.

When the fight begins, four portals will spawn to mark a square on the arena. Two will be light, while two will be dark. Clicking on these portals will give an Essence buff that is discussed below.

Upon the fight starting, each Val’kyr should be positioned on the portal they start closest to, which will allow for the raid group to rapidly switch Essences as needed. Players are able to deal increased damage to the Val’kyr with the opposite coloring as their Essence, so Fjola Irabianca should be attacked (and surrounded) by players with Essenza Nera only, while Eydis Iranera should be attacked (and surrounded) by players with Essenza Bianca only. Players that have the wrong Essence (ie. the one that matches the closest boss) will take more damage and significantly reduce their own damage output. This will also cause a Impeto di Velocità buff that increases movement speed by 70% for 15 seconds, giving players sufficient time to move to the appropriate boss area.

Each boss has a Twin Spike ability that deals 100% weapon damage and increases damage taken by the target by 20%, lasting for 10 charges or 15 seconds. A charge is depleted by taking a hit. Fjola Irabianca uses Aculeo Gemello, while Eydis Iranera uses Aculeo Gemello.Each boss has a Surge ability that deals damage to players with the opposite Essence of the boss. Fjola Irabianca uses Eruzione Bianca, while Eydis Iranera uses Eruzione Oscura. To minimize its impact, players can shift their Essence to match the boss they are nearby during the cast, and then revert back to the opposite Essence.Each boss has a Vortex ability that deals damage for 5 seconds to players with the opposite Essence of the boss. Fjola Irabianca uses Vortice Bianco, while Eydis Iranera uses Vortice Nero. To minimize the impact of this ability, players should switch their Essence to match the nearby boss during the 8-second cast and return to the opposite Essence once it is over.

The Twin Val’kyr alternate the next abilities, so that one uses a Shield followed by Twin’s Pact while the other uses Potenza Gemella. This is arguably one of the most complex of the mechanics in the entire raid, where the raid group essentially has to choose between a 20% boss heal or a 20k raid-wide damage hit.The preferable option is to make sure the everyone has the opposite Essence of the boss casting Shield + Pact to minimize the damage dealt to the raid group by the Potenza Gemella, while breaking through the Shield and halting the healing spell.

Each boss has a Shield ability that is cast immediately before the Twin’s Pact, and lasts 15 seconds. This shield absorbs significant damage and prevents spell interruption. Players should focus damage on the shield to break through it. Twin’s Pact is cast immediately after the Shield ability, healing the Val’kyr for 50% of their total health. It should be interrupted once the shield is down. Fjola Irabianca uses Scudo Bianco followed by Patto Gemello, while Eydis Iranera uses Scudo Nero followed by Patto Gemello.

To receive this achievement, raid groups must “defeat the Twin Val’kyr in 3 minutes or less.”

This is a dps-race, and should be treated as one. Damage should be split evenly between the two Val’kyr to increase effectiveness.

This fight requires players to pay attention to the Luce Concentrata and Oscurità Concentrata mechanic to maximize damage output. This should not be problematic for attentive groups with appropriate damage-output to obtain. Max-level groups may find they only face one cycle of switching their Essence before the bosses are killed.

Heroic Fight Mechanic

Increased quantities of Luce Concentrata and Oscurità Concentrata spawn during the fight, which is beneficial to the raid group if utilized appropriately. This is best avoided by having everyone take the Essence of the opposite of the boss they’re attacking, while a healer takes the Essence that matches the boss. Everyone except that healer will group up together, while the healer moves around the room and collects the excess Concentrated Essences that match their own.

In addition, each Twin gains a new ability: Tocco Bianco and Tocco Nero, for Fjola Irabianca and Eydis Iranera, respectively. These are debuffs placed on random targets that do an AoE damage to nearby players with Essences opposite to the Touch. Since everyone is grouped up with the same Concentrated Essence, players should switch to the opposite Essence momentarily to drop the debuff before switching back to the original Essence.

Anub'arak

The raid group will see Anub'arak waiting for them across a large room, with his Scarabeo Brulicante minions scurrying around. The group should ignore these until they become aggressive – killing them now will not decrease difficulty later, and they respawn relatively quickly prior to the start of the fight. Once the fight begins, they will burrow underground and go into hiding until phase 2.

The fight against Anub'arak has three phases: above ground, underground, and swarm. He will cycle through phases 1 and 2 until he reaches 30% health, at which point he will transition into phase 3.

Click on the togglers below to view the content found in each phase.Phase 1: Above Ground

Anub'arak should be positioned in the center of the room facing away from the raid group, standing in the circle he stands on as the raid enters the room. He uses Fendente Ghiacciato to deal damage and stun his target for 3 seconds, as well as the DoT Freddo Penetrante on several random targets.

Anub'arak also casts Inseguimento di Anub'arak, which sends a line of spikes at a random player, dealing damage to anyone within 4 yards of the line. Additionally, the front spike uses Impalamento to inflict additional damage that ignores armor. Spuntoni Inseguitori should be dealt with by having the person targeted run over a patch of Permagelo, as it will destroy the spikes. The Permagelo will disappear after having been spent in this way.

After roughly 1 minute, Anub'arak will re-emerge and phase 1 will restart.

Phase 3: Swarm

When Anub'arak is pushed below 30% health, he transitions into phase 3.

He will begin to steal health from the raid group using Sciame Ronzante, at a rate of 30% current health per second. To minimize how much health Anub'arak regains during this phase, healers will want to keep everyone at 50% health maximum, while damage focuses attention on the boss.

The major concerns of this phase are dealing more damage to Anub'arak than he is able to heal himself for, while keeping players alive through Freddo Penetrante and damage from any adds that may still be alive. Tanks may also want to be aware of Fendente Ghiacciato.

Scarabeo dello Sciame spawn during phase 2 (underground) only, and must be kited to avoid doing significant damage. Their Mandibole Acide ability stacks up to 40, so a tank or plate-wearer should move them around the room across the Permagelo. It takes three cycles of Anub'arak burrowing underground to acquire enough of the Scarabeo dello Sciames, assuming no one accidentally kills any prior to or during the fight. Once you have enough (and this is one of those things that should be verified, not guessed), all damage should be focused on killing the Scarabeo dello Sciames quickly.

Since the achievement does not rely on killing Anub'arak, raid groups can retry this easily by repeating the phase 1 <--> phase 2 cycle indefinitely or by pushing Anub'arak into phase 3 and allowing a quick wipe.

Heroic Fight Mechanic

Only 6 Sfera del Gelos will spawn in the fight, increasing the importance of where they are dropped. It’s important to spread them out to increase the area covered by Permagelo and minimize unnecessary overlap. Placing the Permagelo far apart allows players plenty of time and space to “kite” Spuntoni Inseguitori over to them. The more time it takes Anub'arak to pursue a target, the fewer targets that will be pursued in each phase 2. Depending on how many cycles of phase 2 the group is willing to have, ranged DPS should kill 5 (for one underground phase) or 3 (for two underground phases). The remaining Sfera del Gelo should be used in phase 3 to keep any leftover adds from using Immersione and regaining health.

Twice as many Scavaterra Nerubianos will spawn in each set, and they will continue spawning in phase 3. In addition, they will now use the ability Assalto dell'Ombra occasionally, which should be interrupted. If possible, they should still be killed quickly, otherwise, they should be held near the boss to receive any AoE damage.

Scarabeo Brulicante are immune to taunt, and should be kited or killed as desired. They also spawn in both phases 2 and 3 now, which increases the speed that Mandibole Acide can stack.

Rewards!

Changes Since the Shattering

Many of the reasons to do this raid were removed in patch 4.0.3a - the mount, the titles, the extra loot at the end of the instance... The removal of the forced many rewards into oblivion, as they were reliant on its existence.Highlights of the removed content is listed here to acknowledge / cry over, but are not discussed further in this guide. For a full list of items that could be obtained from the , please refer to the page itself.

About the Author

I'm a Horde-only player with spy Alliance characters for completeness of guides and playing.

I check on all my guides at least once a day for new feedback, and try to keep them up-to-date and respond to any suggestions I receive on them.The full list of my guides to date can be found in the Guides tab on my profile page.

Feel free to send an email to SquireKel at WoW.Guide.Writer@gmail.com for help with your own guide, or to suggest a topic if you've been hoping to see one!

Acknowledgments

A great deal of thanks goes to the folks who wrote the articles on each boss's page here on Wowhead, without whom I would have been forced to run the raid a depressingly greater number of times to come up with the right content. Thanks also to ArgentSun for the blog posts Strategist: Trial of the Grand Crusader and Strategist: Faction Champions. Although there is an entire series for these fights, they were not used in the making of this guide.

Commenti

Commento di asakawa

This is an excellent guide. My only suggestion would be to add a few images to break up the text. You could use screenshots or the modelviewer like:

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Up to you, just a suggestion. Good work!

Commento di datgrl

Great guide. Just one question - can you get the achievements for 10 player while doing 25 player difficulty?

Commento di Snapdrag0n

Thank you so much for keeping this information updated. I took time off for a while and during that time, WotLK happened. I came back right after the next expansion started and have been playing catch-up ever since. This has been the absolute best guide I've found for this subject and the rest of yours are just as informative and helpful. I just wanted you to know that it's still pertinent and still useful, and there are people like me who still use your guides :)